-
Posts
1013 -
Joined
-
Days Won
31
Everything posted by Frost_Salamander
-
EFX preset spawnarg for Location entities?
Frost_Salamander replied to Frost_Salamander's topic in TDM Editors Guild
The script might not be too far off what I was thinking anyways, because one of the reasons I wanted to be able to do it in DR is because you could then have a test script like 'Check for missing EFX on info_location entities'. So maybe we can just have a script called 'generate EFX file' or something like @datiswous is suggesting. The problem is that if feels a bit like a halfway house instead of a proper implementation. Also I think we all could probably agree the EFX file will never go away in case people want to do more than just presets, so we would have to support both the info_location method and the file method. Just thinking out loud here, and good discussion -
EFX preset spawnarg for Location entities?
Frost_Salamander replied to Frost_Salamander's topic in TDM Editors Guild
@stgatilov @nbohr1more I'm wondering if it would be possible to get this implemented for 2.13? I'm really not loving the EFX files - it's way too easy to miss/forget locations and just a general PITA. I am even considering offering to help implement - any reluctance on my part is purely down to lack of confidence. But with some hand-holding I could possibly accomplish something that isn't a total disaster. Maybe an alternative is to have a feature that allows DR to manage the EFX preset in the EFX file? Basically what I'd like is to be able to manage everything related to a location entity in the one place, preferably in DR. Not sure if that's ever been considered? @greebo? -
So path_follow_actor actually DOES work if you want it to follow the player. You just need to target the player entity dynamically in game. It doesn't work if you target the player_start entity. I can't remember if that's what people were doing (or even if that's what I was doing), but that won't work because the player_start entity and the player entity aren't the same thing. You can use a atdm:target_changetarget entity to do this, or a script: $path_follow_actor_1.addTarget($player1); Both can just be triggered by another path node, a atdm:target_callscriptfunction, whatever. Also you need to add the player target to the path_follow_actor node BEFORE the AI gets to it. If the target gets added after the AI reaches that node, it won't work. Video where the AI hits a node that triggers a atdm:target_changetarget entity: https://drive.proton.me/urls/A3DJW5EYFM#0WgYnCVOU6nv test map attached as well. EDIT: I have no idea why just manually setting 'target' 'player1' on the path_follow_actor node in DR doesn't work. I'll try to look into this. UPDATE: It appears the the player1 entity simply isn't there during initialization when the path_follow_actor's targets are evaluated. As a result, the 'actor' is null and the node does nothing. I didn't mention it before, but when I used the script method I just stuck in the map script's main function like so, and this works too: void main() { sys.waitFrame(); $path_follow_actor_1.addTarget($player1); } UPDATE 2: Wiki updated: https://wiki.thedarkmod.com/index.php?title=Path_Nodes#path_follow_actor path.map
-
okay - bug report: https://bugs.thedarkmod.com/view.php?id=6532
-
Do we think this is a bug then?
-
I just made an interesting discovery. In my FM that's in beta I have custom main menu music, but it doesn't always work. Basically it works: When you first start the game (whether the FM is currently selected or if you change to this mission and the game restarts) during the text briefing It doesn't work (i.e. you only get silence) When escaping back to the main menu while in-game After quitting a mission and it goes back to menu As far as I know I had all the correct settings in mainmenu_custom_defs.gui: /// Menu music after startup (not in-game) #define MM_MENU_SOUND_CMD "music fs_muslim;" /// Played in main menu when in-game (ESCaping out of the game) #define MM_INGAME_MENU_SOUND_CMD "music fs_muslim;" /// Played during non-video briefing #define MM_BRIEFING_SOUND_CMD "music fs_muslim;" It turns out the problem was I had this line set in the sound shader: leadin sound/ambient/ambience/silence.ogg Commenting that out on a hunch fixed the problem. So you might be saying to yourself 'that's all very interesting but who cares?'. My point is: Just an FYI in case someone else runs into this I don't think there is anywhere on the Wiki that covers menu customization? @Geep you've done a whole bunch around GUI scripting recently - is there somewhere you can recommend I can stick this?
-
Beta Testers Wanted. The Lieutenant 3: Foreign Affairs
Frost_Salamander replied to Frost_Salamander's topic in Fan Missions
For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/ -
Beta Testers Wanted. The Lieutenant 3: Foreign Affairs
Frost_Salamander replied to Frost_Salamander's topic in Fan Missions
You mean Discord? That's fine, you are more than welcome to use the forum if you want to help test -
Beta Testers Wanted. The Lieutenant 3: Foreign Affairs
Frost_Salamander replied to Frost_Salamander's topic in Fan Missions
Beta testing thread started here: -
Beta Testers Wanted. The Lieutenant 3: Foreign Affairs
Frost_Salamander replied to Frost_Salamander's topic in Fan Missions
Funnily enough, I was going to ping you and see if you wanted to draw the map. There is something included which could technically be called a 'map', but it sucks. The issue is the FM doesn't cover a huge area, but there is a LOT of vertical overlap so the options are a single map which provides vague guidance (the option I've gone with), or loads of tiny maps for each area (which would suit an automap probably). -
Beta Testers Wanted. The Lieutenant 3: Foreign Affairs
Frost_Salamander replied to Frost_Salamander's topic in Fan Missions
I'm thinking of doing a Discord-only beta this time, but also don't want to exclude anyone. What do people think of that? -
Welp it's about that time again to wheel out The Lieutenant for another mission and I could use some help making sure it's at least somewhat playable. Please register your interest here and I'll start a new beta testing thread soon. Due to custom assets the file size is quite large (about 500 MB). Potato users welcome. Some screenshots:
- 14 replies
-
- 11
-
-
DR window layout wiki
Frost_Salamander replied to datiswous's topic in DarkRadiant Feedback and Development
Here's mine, also 3 monitors but I only use 2 for DR: single XY view on the first monitor; switch between XY views using CTRL-Tab Camera and all other tools on 2nd monitor - now that everything is a tab no need to tile everything 3rd monitor for other non-DR stuff (like the forum ) -
I wanted to internationalise The Hare in the Snare before I released it but I couldn't get the scripts to work and had some other questions as well. I posted about it Newbie Dark Radiant Questions and nobody replied, so I gave up. It being my first FM I didn't feel confident digging into it and just wanted to release the FM. I just got the impression that it wasn't a big deal and nobody cared about it. From memory, the script worked once but I needed to re-run it and just couldn't get it to work. It's also Perl which nobody really uses anymore. I think I recommended to a 'I want to help' person to convert it to Python, but that didn't go anywhere. I don't think you need the script though if you internationalise from the very beginning (i.e. create your own dictionaries). At the end of the day it's extra work for the mapper and if it adds too much overhead (i.e. is broken or is a PITA) then nobody is going to use it. https://wiki.thedarkmod.com/index.php?title=Internationalization
-
A couple of things you can try (yes .ase files should work): I'm no expert with models, but do you have a field in the .ase file that looks something like this: *MATERIAL_NAME "textures\darkmod\plaster\plaster01" ? If the material name there isn't exactly as you specify in the skin it won't get replaced Check the console log in DarkRadiant to see if you have any errors when loading the skin. It's there in the 'console' tab.
-
Thanks for the feedback @Rio_Walker As mentioned in other comments in this thread, the optional objective was meant to be for players who enjoy exploring every inch of the map. If all you want to do is complete the mission via the primary objective it's pretty straightforward. It was also meant to be sort of 'open world' in that if you explore everywhere you pick up little hints and bits and pieces and put them together at the end to solve that objective with. It wasn't meant to spoon feed the player. But again maybe not everyone enjoyed that approach. It was also kind of a knee-jerk reaction to players not liking 'linear' missions. But it seems some people still do like that And yeah, some players don't like big maps. I get that. I don't like playing them myself a lot of the time The issue with the bow crash is a known issue (not just with this mission) which we haven't got to the bottom of unfortunately:
-
Of course not AFAIK you can't have multiple values for a key, it would just overwrite the last value if you tried adding a new one.
-
Also don't forget if you use the location system it makes it easy to add EAX as well (especially using the presets): https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)#Locations
-
Cool. Either way I've raised an issue for it: https://bugs.thedarkmod.com/view.php?id=6516
-
Darn - I was hoping you had somehow figured it out :-(. It's a bit weird that it doesn't work. The entity description even says: Think I'll raise a bug report - there doesn't seem to be anything in there about it now.
-
I think what @grodenglaive meant was it doesn't work if the 'lead AI' is the player. At least that's my experience as well. Have you managed to make that work?
-
If you can do this, I don't know how. But it's something I want as well and was actually going to raise it as a feature request. I think speakers are spherical so they model real sound which radiates from a source outwards. I find this doesn't work so well with some scenarios though: water. For example you want to hear the sound of waves lapping a shoreline or a running water sound for a stream, river or canal. If the shoreline or stream is on the longer side, you have to have a speaker with a huge radius to cover it and the sounds extends too far along perpendicular to the body of water. Or alternatively multiple speakers but then you have to manage overlap and it becomes a pain. wind. Same idea but vertical - if you have a long edge or balcony then you need a large radius speaker to cover it and it might extend too low so you hear wind noises on the ground. @Petike the Taffer If all you want is for a sound to fill a room, just use the location system ambients instead. But you can only have one sound I think, so you couldn't have say your ambient music and also a weather sound at the same time without using a speaker for one of them.
-
I'm not aware of DMAP caring about atdm:mover_multistate_positions. If it does that would be good to know about though, where did you see that? If you're not sure just try it maybe? I thought DMAP only cared about stuff created with worldspawn, materials changing, pathfinding and maybe location entities?